143 lines
4.1 KiB
GLSL
143 lines
4.1 KiB
GLSL
#version 450
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#define DEFERRED_SAMPLING 0
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#define USE_LIGHTMAP 1
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#define PI 3.1415926536f
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layout (constant_id = 0) const uint TEXTURES = 1;
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struct Material {
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vec4 colorBase;
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vec4 colorEmissive;
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float factorMetallic;
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float factorRoughness;
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float factorOcclusion;
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float factorAlphaCutoff;
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int indexAlbedo;
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int indexNormal;
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int indexEmissive;
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int indexOcclusion;
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int indexMetallicRoughness;
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int indexAtlas;
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int indexLightmap;
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int modeAlpha;
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};
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struct Texture {
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int index;
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int samp;
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int remap;
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float blend;
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vec4 lerp;
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};
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layout (std140, binding = 0) readonly buffer Materials {
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Material materials[];
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};
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layout (std140, binding = 1) readonly buffer Textures {
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Texture textures[];
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};
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layout (location = 0) in vec2 inUv;
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layout (location = 1) in vec2 inSt;
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layout (location = 2) in vec4 inColor;
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layout (location = 3) in vec3 inNormal;
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layout (location = 4) in mat3 inTBN;
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layout (location = 7) in vec3 inPosition;
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layout (location = 8) flat in ivec4 inId;
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layout (binding = 7) uniform sampler2D samplerTextures[TEXTURES];
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layout (binding = 8, rg16ui) uniform volatile coherent uimage3D voxelID;
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layout (binding = 9, rg16f) uniform volatile coherent image3D voxelNormal;
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layout (binding = 10, rg16f) uniform volatile coherent image3D voxelUv;
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layout (binding = 11, rgba8) uniform volatile coherent image3D voxelAlbedo;
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layout (location = 0) out uvec2 outId;
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layout (location = 1) out vec2 outNormals;
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#if DEFERRED_SAMPLING
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layout (location = 2) out vec2 outUvs;
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#else
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layout (location = 2) out vec4 outAlbedo;
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#endif
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vec2 encodeNormals( vec3 n ) {
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// return n.xy / sqrt(n.z*8+8) + 0.5;
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return (vec2(atan(n.y,n.x)/PI, n.z)+1.0)*0.5;
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}
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float wrap( float i ) {
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return fract(i);
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}
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vec2 wrap( vec2 uv ) {
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return vec2( wrap( uv.x ), wrap( uv.y ) );
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}
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float mipLevel( in vec2 uv ) {
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const vec2 dx_vtc = dFdx(uv);
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const vec2 dy_vtc = dFdy(uv);
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return 0.5 * log2(max(dot(dx_vtc, dx_vtc), dot(dy_vtc, dy_vtc)));
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}
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bool validTextureIndex( int textureIndex ) {
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return 0 <= textureIndex && textureIndex < textures.length();
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}
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void main() {
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const vec3 P = inPosition;
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if ( !(abs(P.x) < 1.0 && abs(P.y) < 1 && abs(P.z) < 1) ) discard;
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vec4 A = vec4(0, 0, 0, 0);
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const vec3 N = inNormal;
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const vec2 uv = wrap(inUv.xy);
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const float mip = mipLevel(inUv.xy);
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const int materialId = int(inId.y);
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const Material material = materials[materialId];
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const float M = material.factorMetallic;
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const float R = material.factorRoughness;
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const float AO = material.factorOcclusion;
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// sample albedo
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const bool useAtlas = validTextureIndex( material.indexAtlas );
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Texture textureAtlas;
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if ( useAtlas ) textureAtlas = textures[material.indexAtlas];
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if ( !validTextureIndex( material.indexAlbedo ) ) discard; {
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Texture t = textures[material.indexAlbedo];
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A = textureLod( samplerTextures[(useAtlas) ? textureAtlas.index : t.index], (useAtlas) ? mix( t.lerp.xy, t.lerp.zw, uv ) : uv, mip );
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// alpha mode OPAQUE
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if ( material.modeAlpha == 0 ) {
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A.a = 1;
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// alpha mode BLEND
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} else if ( material.modeAlpha == 1 ) {
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// alpha mode MASK
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} else if ( material.modeAlpha == 2 ) {
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if ( A.a < abs(material.factorAlphaCutoff) ) discard;
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A.a = 1;
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}
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if ( A.a == 0 ) discard;
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}
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#if USE_LIGHTMAP
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if ( validTextureIndex( material.indexLightmap ) ) {
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#if DEFERRED_SAMPLING
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outUvs = inSt;
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#else
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Texture t = textures[material.indexLightmap];
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const float gamma = 1.6;
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const vec4 L = pow(textureLod( samplerTextures[t.index], inSt, mip ), vec4(1.0 / gamma));
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A *= L;
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#endif
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}
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#endif
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const vec4 outAlbedo = A * inColor;
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const uvec2 outId = uvec2(inId.w+1, inId.y+1);
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const vec2 outNormals = encodeNormals( normalize( N ) );
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const vec2 outUvs = wrap(inUv.xy);
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imageStore(voxelID, ivec3(P * imageSize(voxelID)), uvec4(outId, 0, 0));
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imageStore(voxelNormal, ivec3(P * imageSize(voxelNormal)), vec4(outNormals, 0, 0));
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imageStore(voxelUv, ivec3(P * imageSize(voxelUv)), vec4(outUvs, 0, 0));
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imageStore(voxelAlbedo, ivec3(P * imageSize(voxelAlbedo)), outAlbedo);
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} |